So, now i'm need to repaint some parts of screen every loop pass.
And it's blink.
So, i'm now have only 640kb of ram, and double buffering is too large for it's(because only binary in memory weight approx 300kb).
I'm make for this small bicycle:
Pass counter, when it's > 20k then zero it's and redraw part of screen.
It's fast and reduce blink.
But it's bicycle.
What better? Double buffering in 300kb ram or bicycle with high CPU usage?
Stupid bicycle vs too large solution.
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Re: Stupid bicycle vs too large solution.
Best is to use a motorcycle and not restrict yourself to less than 1MB of RAM.
Re: Stupid bicycle vs too large solution.
Consider protected mode or unreal mode.monobogdan wrote:So, i'm now have only 640kb of ram, and double buffering is too large for it
- dchapiesky
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Re: Stupid bicycle vs too large solution.
Not intending to be facetious.... but this is how the concept of virtual memory and paging was found to be needed.....
I will recommend this one thing though:
obviously your problem with graphics has been solved at some point in time in the past... it well worth the effort to research how they did it..... if you become well versed in working with resource constrained systems then that is a marketable skill...
good luck and keep at it
I will recommend this one thing though:
obviously your problem with graphics has been solved at some point in time in the past... it well worth the effort to research how they did it..... if you become well versed in working with resource constrained systems then that is a marketable skill...
good luck and keep at it
Plagiarize. Plagiarize. Let not one line escape thine eyes...